World of Might and Magic
0.2.0
Open reimplementation of Might and Magic 6 7 8 game engine
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См. документацию.
29 #define LIGHTMAP_FLAGS_USE_SPECULAR 0x01
51 unsigned int uStripType,
int X,
55 unsigned int uStripType,
bool bLightBackfaces);
57 unsigned int *pSlot,
bool bLightBackfaces);
60 struct Vec3_float_ *pNormal,
float a5,
int uLightType);
66 unsigned int *pSlot,
bool bLightBackfaces,
char *a5);
71 unsigned int uColorMask,
float dot_dist,
72 int uLightType,
struct stru314 *a7,
73 unsigned int uNumVertices,
bool _45BE86_build_light_polygon(Vec3_int_ *pos, float radius, unsigned int uColorMask, float dot_dist, int uLightType, struct stru314 *a7, unsigned int uNumVertices, RenderVertexSoft *a9, char uClipFlag)
int _45C6D6(int a2, struct RenderVertexSoft *a3, Lightmap *pLightmap)
bool ApplyLights_IndoorFace(unsigned int uFaceID)
bool DoDraw_183808_Lightmaps(float a2)
void DrawLightmapsType(int type)
bool ApplyLight_BLV(struct StationaryLight *pLight, struct BLVFace *a2, unsigned int *pSlot, bool bLightBackfaces, char *a5)
LightsStack_MobileLight_ * pMobileLightsStack
unsigned int MobileLightsCount
void DrawDebugOutlines(char bit_one_for_list1__bit_two_for_list2)
void DrawLightmaps(int indices)
virtual ~LightmapBuilder()
float flt_3C8C2C_lightmaps_brightness
Lightmap StationaryLights[512]
int _45CA88(struct LightsData *a2, struct RenderVertexSoft *a3, int a4, struct Vec3_float_ *pNormal)
RenderVertexSoft pVertices[64]
double _45CC0C_light(struct Vec3_float_ a1, float a2, float a3, struct Vec3_float_ *pNormal, float a5, int uLightType)
bool ApplyLight_ODM(struct StationaryLight *pLight, struct ODMFace *pFace, unsigned int *pSlot, bool bLightBackfaces)
int _45CBD4(struct RenderVertexSoft *a2, int a3, int *a4, int *a5)
bool ApplyLights_OutdoorFace(struct ODMFace *pFace)
int _45C4B9(int a2, struct RenderVertexSoft *a3, Lightmap *pLightmap)
Lightmap MobileLights[768]
bool ApplyLights(struct LightsData *a2, struct stru154 *a3, unsigned int uNumVertices, struct RenderVertexSoft *a5, struct IndoorCameraD3D_Vec4 *, char uClipFlag)
void Draw_183808_Lightmaps()
int _45CB89(struct RenderVertexSoft *a1, int a2)
double _45D643_sw(struct Edge *a1, float a2)
GLuint GLuint GLsizei GLenum const GLvoid * indices
unsigned int StationaryLightsCount
bool StackLights_TerrainFace(struct Vec3_float_ *pNormal, float *a3, struct RenderVertexSoft *a1, unsigned int uStripType, bool bLightBackfaces)
RenderVertexSoft field_3C8C34[256]
LightsStack_StationaryLight_ * pStationaryLightsStack
bool StackLight_TerrainFace(struct StationaryLight *pLight, struct Vec3_float_ *pNormal, float *a3, struct RenderVertexSoft *a1, unsigned int uStripType, int X, unsigned int *pSlot)